# ----wesnoth.cpp1.po (Battle for Wesnoth 0.9.5+CVS) ----Danish translation of Battle for Wesnoth.
# Copyright (C) 2005 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
#
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.5+CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-09-14 23:24+0200\n"
"PO-Revision-Date: 2005-08-17 17:58+0200\n"
"Last-Translator: Anders K. Madsen <madsen@lillesvin.linux.dk>\n"
"Language-Team: Danish <wesnoth-da@lillesvin.net>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: data/amla.cfg:8
#, fuzzy
msgid "Max HP bonus +"
msgstr "Max. HP bonus +{HP_ADVANCE}"
#: data/amla.cfg:22
msgid "Full Heal"
msgstr "Komplet helbredelse"
# Hvad er meningen?
#: data/fonts.cfg:6
msgid "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
msgstr "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
#: data/game.cfg:27
msgid "Binary Saves"
msgstr "Gem binært"
#: data/game.cfg:34
msgid "Show Combat"
msgstr "Vis kampe"
#: data/help.cfg:9
msgid "Introduction"
msgstr "Introduktion"
#: data/help.cfg:15
msgid "Gameplay"
msgstr "Gameplay"
#: data/help.cfg:21 src/playturn.cpp:2249
msgid "Traits"
msgstr "Karaktertræk"
#: data/help.cfg:29 src/playturn.cpp:1791
msgid "Units"
msgstr "Enheder"
#: data/help.cfg:35
msgid "Abilities"
msgstr "Evner"
#: data/help.cfg:42
msgid "Weapon Specials"
msgstr "Våbenspecialiteter"
#: data/help.cfg:48
msgid "Terrains"
msgstr "Terræner"
#: data/help.cfg:54 data/help.cfg:60 data/help.cfg:246
msgid "Overview"
msgstr "Overblik"
#: data/help.cfg:55
msgid ""
"Certain units have abilities that either directly affect other units, or "
"have an impact on how the unit interacts with other units. These abilities "
"will be listed under this topic as you encounter them."
msgstr ""
"Visse enheder kan have evner der har direkte indflydelse på andre enheder, "
"eller hvordan enheden interagerer med andre enheder. Disse evner bliver "
"listet her efterhånden som du støder på dem."
#: data/help.cfg:63
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
"among modern strategy games. While other games strive for complexity, Battle "
"for Wesnoth strives for simplicity of both rules and gameplay. This does not "
"make the game simple, however - from these simple rules arise a wealth of "
"strategy, making the game easy to learn but a challenge to master."
msgstr ""
"\n"
"\n"
"Kampen om Wesnoth er et turbaseret, fantasy-/strategi-spil, der skiller sig "
"ud blandt moderne strategi-spil. Hvor andre spil stræber efter kompleksitet, "
"koncentrerer Kampen om Wesnoth sig om simpelhed i både regler og spillemåde. "
"Dette gør dog ikke spillet simpelt. De simple regler giver grobund for et "
"væld af strategier, hvilket gør spillet let at lære, men udfordrende at "
"mestre."
#: data/help.cfg:68
msgid "Fundamentals of Gameplay"
msgstr "Grundlæggende Gameplay"
#: data/help.cfg:69
msgid ""
"These pages outline all you need to know to play Battle for Wesnoth. They "
"cover how to play and the basic mechanics behind the game. As you play the "
"game, new information is added to these pages as you come across new aspects "
"of the game. For more detailed information on special situations and "
"exceptions, please follow the links included."
msgstr ""
"Disse sider skitserer alt hvad du behøver at vide for at spille Kampen om "
"Wesnoth. De dækker hvordan man spiller og hvordan spillet hænger sammen. "
"Efterhånden som du spiller, vil der blive tilføjet yderligere information "
"her. Ønsker du mere detaljeret information om specielle situationer og "
"undtagelser, så følg de inkluderede links."
#: data/help.cfg:71
msgid ""
"\n"
"\n"
"To begin with, it's best to click the <italic>text=Tutorial</italic> button "
"at the main menu. This will take you to the interactive tutorial, which will "
"teach you the basics of Wesnoth. After this, it is recommended that you play "
"the Heir to the Throne campaign first - click <italic>text=Campaign</italic> "
"then <italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can "
"be quite challenging, you may wish to start on <italic>text=Easy</italic>."
msgstr ""
"\n"
"\n"
"Til at starte med er det bedst at klikke på knappen: "
"<italic>text=Vejledning</italic> i hovedmenuen. Det vil starte den "
"interaktive vejledning, som lærer dig de mest grundlæggende ting om Wesnoth. "
"Derefter kan det anbefales at spille kampagnen: Tronarvingen. Tryk på "
"<italic>text=Kampagne</italic> og vælg: <italic>text=Tronarvingen</italic>. "
"Da Kampen om Wesnoth kan være et meget udfordrende spil, kan det anbefales "
"at du starter på niveauet: <italic>text=Let</italic>."
#: data/help.cfg:74
msgid ""
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining that item. This is especially useful when you "
"encounter new <ref>dst=abilities text=abilities</ref> for the first time."
msgstr ""
"Husk, at du kan få information om mange ting ved blot at holde musen henover "
"dem. F.eks. kan du få uddybet mange ting i status-panelet på denne måde. "
"Dette er især nyttigt når du første gang støder på nye <ref>dst=abilities "
"text=evner</ref>."
#: data/help.cfg:79
msgid "About the Game"
msgstr "Om spillet"
#: data/help.cfg:80
msgid ""
"The game takes place over a series of battles, called scenarios. Each "
"scenario pits your troops against the troops of one or more adversaries. You "
"can play against the computer, or with friends who each take turns sitting "
"at the computer (hotseat play). If your computer is connected to a computer "
"network, you can also play against other people connected to that network. "
"If your computer has a connection to the Internet, you can play against "
"other people across the Internet."
msgstr ""
"Spillet foregår over en række slag, kaldet scenarier. I hvert scenarie skal "
"din hær kæmpe mod en eller flere modstanderes hær. Du kan enten spille mod "
"computeren eller mod venner, hvor i skiftes om at bruge den samme computer "
"(hotseat). Hvis din computer er tilsluttet et lokalnetværk, kan du spille "
"mod andre på det samme netværk og hvis computeren er forbundet til "
"internettet kan du spille med andre over internettet."
#: data/help.cfg:82
msgid ""
"\n"
"\n"
"Each scenario has some objectives, shown as the scenario starts. These "
"objectives list what you need to do to win, and what you should do to avoid "
"losing. Often the objective is to defeat all enemies, but other times you "
"need to reach a destination, to rescue someone, to solve a puzzle, or just "
"to survive a certain number of turns."
msgstr ""
"\n"
"\n"
"Hvert scenarie har nogle mål, der vises når scenariet begynder. Disse mål "
"angiver hvad du skal, for at gennemføre og hvad du skal undgå for ikke at "
"tabe. Ofte er målet at besejre alle fjender, men andre gange skal du nå et "
"bestemt punkt, redde en eller anden, løse en gåde eller bare overleve et "
"bestemt antal ture."
#: data/help.cfg:84
msgid ""
"\n"
"\n"
"Campaigns consist of multiple scenarios that follow on from each other, "
"telling a story. In a campaign, you often need to play more carefully, "
"preserving your best troops so that they can be used again in later "
"scenarios in the campaign."
msgstr ""
"\n"
"\n"
"Kampagner består af flere scenarier, der er kædet sammen og som fortæller en "
"historie. I en kampagne skal du ofte være påpasselig og sørge for at dine "
"bedste enheder overlever, så du kan bruge dem senere i kampagnen."
#: data/help.cfg:89
msgid "Recruiting and Recalling"
msgstr "Rekrutering og Tilbagekaldelse"
#: data/help.cfg:90
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst=units text=units</"
"ref> into your army. To recruit, you must have your leader (for instance, "
"Konrad in the Heir to the Throne campaign) on the Keep square of a "
"<ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either "
"choosing Recruit from the menu or right-clicking on a hex and selecting "
"<italic>text=Recruit</italic>. This brings up the recruit menu, which lists "
"units available for recruitment, along with their gold cost. Click on a unit "
"to see its statistics, then press the recruit button to recruit it."
msgstr ""
"Hver side begynder med én leder i deres tårn. I starten af ethvert slag - og "
"også under det - skal du rekrutere <ref>dst=units text=enheder</ref> til din "
"hær. For at rekrutere skal din leder (f.eks. Konrad i kampagnen: "
"Tronarvingen) stå i et tårn på en <ref>dst=terrain text=borg</ref>. Du kan "
"så rekrutere ved enten at vælge 'Rekrutér' i hovedmenuen eller ved at "
"højreklikke på et felt i borgen og vælge 'Rekrutér' i den menu. Dette "
"fremkalder rekruteringsvinduet, hvor du kan se hvilke enheder der kan "
"rekruteres og hvor meget de koster. Klik på enhederne for at få vist deres "
"egenskaber og tryk 'Rekrutér'-knappen for at rekrutere dem."
#: data/help.cfg:92
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that square. Otherwise, it will appear in a free square near the "
"keep. You may only recruit as many units as you have free hexes in your "
"castle, and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Hvis du højreklikkede på et felt i en borg og valgte 'Rekrutér', så vil den "
"nye enhed blive sat ind på det felt ellers bliver den sat ind på et felt i "
"nærheden af tårnet. Du kan ikke rekrutere flere enheder end der er plads til "
"på din borg og heller ikke bruge mere guld end du har på rekruteringer."
#: data/help.cfg:94
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst=traits text=Traits</ref> which "
"modify their statistics."
msgstr ""
"\n"
"\n"
"Rekruterede enheder får to tilfældige <ref>dst=traits text=karaktertræk</"
"ref>, som påvirker deres egenskaber."
#: data/help.cfg:96
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"I senere scenarier kan du også tilbagekalde enheder, der har overlevet "
"tidligere slag. Når du vælger 'Tilbagekald', bliver du præsenteret for en "
"liste over overlevene fra tidligere scenarier. Alle tilbagekaldelser koster "
"20 guld."
#: data/help.cfg:98
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Enheder koster ikke bare penge når de rekruteres eller tilbagekaldes - de "
"skal også vedligeholdes. Se <ref>dst=income_and_upkeep text='Indkomst og "
"Vedligeholdelse'</ref> for yderligere information."
# > kugle, sfære, klode.. sfære!
# Nah... Jeg ved nu ikke... Der er nok ikke ret mange der ved hvad en sfære er. (Jeg kender i hvert fald mange der ikke gør.)
#: data/help.cfg:103
#, fuzzy
msgid "Orbs"
msgstr "Sfære"
#: data/help.cfg:104
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
"Ovenpå energibaren, der er vist ved siden af hver enhed, er der en sfære. "
"For enheder du kontrolerer, er denne sfære:"
#: data/help.cfg:105
msgid "green if it hasn't moved this turn,"
msgstr "grøn, hvis den ikke er blevet flyttet i indeværende tur,"
#: data/help.cfg:106
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr ""
"gul, hvis den er blevet flyttet, men stadig kan flytte yderligere eller "
"angribe, eller"
#: data/help.cfg:107
msgid "red if it has used all its movement this turn."
msgstr "rød, hvis den har brugt alle dens ryk for denne tur."
#: data/help.cfg:108
msgid "The orb is blue if the unit is an ally you do not control."
msgstr "Sfæren er blå hvis det er en enhed du ikke kontrollerer."
#: data/help.cfg:109
msgid "Enemy units have no orb on top of their energy bar."
msgstr "Fjendtlige enheder har inge sfære over energibare."
#: data/help.cfg:114
msgid "Hitpoints and Experience"
msgstr "Hitpoints og erfaring"
#: data/help.cfg:115
msgid ""
"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit "
"drop below 1, the unit dies. Each unit also has a certain number of "
"experience points (XP). A freshly recruited unit starts with no experience "
"points, and gains experience by fighting enemies."
msgstr ""
"Hver enhed har et bestemt antal hitpoints (HP). Kommer antallet af hitpoints "
"ned under 1 dør enheden. Hver enhed har også erfaringspoints (XP). En "
"nyrekruteret enhed starter med 0 erfaringspoints, men kan tjene dem ved at "
"bekæmpe fjender."
#: data/help.cfg:119
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"Både hitpoints (HP) og erfaringspoints (XP) er vist med to tal i status-"
"panelet, disse indikerer den nuværende værdi og den maksimale værdi enheden "
"kan have."
#: data/help.cfg:120
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst=experience_and_advancement text=advance</ref>."
msgstr ""
"Hitpoints er også indikeret i en grøn, gul eller rød energi-bjælke ved siden "
"af hver enkelt enhed. Hver enhed med mindst 1 erfaringspoint har også en blå "
"erfarings-bjælke, som bliver hvid når enheden er tæt på "
"<ref>dst=experience_and_advancement text=forfremmelse</ref>."
#: data/help.cfg:125 src/help.cpp:1199
msgid "Movement"
msgstr "Bevægelse"
#: data/help.cfg:126
#, fuzzy
msgid ""
"Movement in Battle for Wesnoth is simple. Click on the unit you wish to move "
"to select it, then click on the hex you wish to move it to. When a unit is "
"selected, everywhere it can move this turn will be highlighted, and all "
"other hexes on the map are made dull. Mousing over a highlighted hex shows "
"the defense rating the unit would have if you moved it to that hex. Mousing "
"over a dull hex will also show the number of turns required to reach it, and "
"clicking will cause the unit to move towards it by the fastest route over "
"this and subsequent turns."
msgstr ""
"Bevægelse af enheder i Kampen for Wesnoth er simpel. Klik på en enhed for at "
"vælge den og klik derefter på det felt du vil flytte den til. Når en enhed "
"er valgt, oplyses alle de felter den kan flytte til. Når du flytter musen "
"hen over et oplyst felt, kan du se forsvarsXXXX enheden vil få, hvis du "
"flytter den til det felt. Flytter du musen over et uoplyst felt kan du "
"desuden se hvor mange ture det vil tage enheden at flytte derhen og klikker "
"du der, vil enheden flytte mod feltet i denne og efterfølgende ture."
#: data/help.cfg:128
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type - "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>."
msgstr ""
#: data/help.cfg:130
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is Zones of Control. Each unit "
"generates a zone of control in the hexes immediately surrounding it, and any "
"enemy unit entering those hexes immediately ends its movement. Learning how "
"to use zones of control to your advantage is an important part of Wesnoth, "
"as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"En ting at huske på når man flytter, er kontrolzoner. Hver enhed har sin "
"kontrolzone på de felter der umiddelbart omgiver den og enhver fjendtlig "
"enhed der bevæger sig hen på et af disse felter kan ikke rykke længere i den "
"tur. Det er vigtigt at lære at bruge kontrolzonerne til sin egen fordel, da "
"kun <ref>dst=abilities_skirmisher text='Stifindere'</ref> ikke er påvirket "
"af kontrolzoner."
#: data/help.cfg:132
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
#: data/help.cfg:137
msgid "Combat"
msgstr "Kamp"
#: data/help.cfg:138
msgid ""
"Combat in Battle for Wesnoth always takes place between units in adjacent "
"hexes. Click on your unit, and click on the enemy you want to attack: your "
"unit will move towards the enemy unit, and when they are next to each other, "
"combat will begin. The attacker and defender alternate strikes until each "
"has used their allotted number of strikes. The attacker chooses one of its "
"weapons to attack with, and the defender retaliates with one of its attacks "
"of the same type. There are two types of attacks: melee, which usually "
"involves weapons such as swords, axes or fangs; and ranged, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
#: data/help.cfg:140
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Order and number of strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Rækkefølge og antal slag'</header>"
#: data/help.cfg:142
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an Elvish "
"fighter with a 5-4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an Orcish Grunt with a 9-2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
#: data/help.cfg:144
msgid ""
"\n"
"\n"
"<header>text='Chance to hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Træfsikkerhed'</header>"
#: data/help.cfg:146
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the Terrain it is in. This is "
"shown in the status pane, and may also be found by right-clicking a unit, "
"selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>. For instance, many elves have a defense rating of 70% "
"in forest, so a unit attacking them has only a 30% chance of hitting. "
"Conversely, the elf's chance of hitting the attacker in return depends on "
"what terrain the attacker is in."
msgstr ""
#: data/help.cfg:148
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst=weaponspecial_magical "
"text='Magical attacks'</ref> and <ref>dst=weaponspecial_marksman "
"text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, Marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"Der er to undtagelser til denne regel: <ref>dst=weaponspecial_magical "
"text='Magiske angreb'</ref> og <ref>dst=weaponspecial_marksman "
"text='Skarpskytter'</ref>. Magiske angreb har altid en træfsikkerhed på 70% "
"uanset terræn, og, ved offensiv brug, har skarpskytter altid en "
"træfsikkerhed på mindst 60% uanset terræn."
#: data/help.cfg:150
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Skade</header>"
#: data/help.cfg:152
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an Elvish Fighter with a 5-4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst=damage_types_and_resistance text=Resistance</ref> and "
"<ref>dst=time_of_day text='Time of Day'</ref>. To see how base damage is "
"modified by the circumstances, select <italic>text='Damage Calculations'</"
"italic> in the attack selection menu."
msgstr ""
#: data/help.cfg:154
msgid ""
"\n"
"\n"
"A few units have special <ref>dst=abilities text=abilities</ref> which "
"affect damage dealt in combat. The most common of these is "
"<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage "
"dealt by both attacker and defender when the unit with Charge attacks."
msgstr ""
#: data/help.cfg:159
msgid "Damage Types and Resistance"
msgstr "Skadestyper og Modstand"
#: data/help.cfg:160
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: Blade, Pierce and Impact damage. Additionally, there are three "
"further types of damage usually associated with magical attacks: Fire, Cold "
"and Holy attacks. Different units may have resistances which alter the "
"damage which they take from certain damage types."
msgstr ""
"I Wesnoth er der tre skadestyper, der forbindes med fysiske angreb: Klinge, "
"stik og slag. Derudover er der tre skadestyper der forbindes med magiske "
"angreb: Ild, kulde og hellige angreb."
#: data/help.cfg:162
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has -100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
#: data/help.cfg:164
msgid ""
"\n"
"\n"
"For example, Skeletons are highly resistant to Blade and Pierce damage, but "
"are vulnerable to Impact and Fire damage, and extremely vulnerable to Holy "
"damage."
msgstr ""
"\n"
"\n"
"For eksempel er skeleter meget resistente overfor klinge- og stik-våben, men "
"sårbare overfor slag- og ild-våben og ekstremt sårbare over for hellige "
"våben."
#: data/help.cfg:166
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Hvis et slag rammer, giver det altid mindst 1 point skade. Dette gælder selv "
"hvis den forsvarende enhed har 100% resistens mod skadestypen."
#: data/help.cfg:171
#, fuzzy
msgid "Time of Day"
msgstr "Tid på døgnet"
#: data/help.cfg:175
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and -25% damage at night\n"
" Chaotic units get +25% damage at night, and -25% in daytime\n"
" Neutral units are unaffected by the time of day."
msgstr ""
"Tidspunktet på døgnet påvirker hvor meget skade visse enheder kan forvolde.\n"
"Hæderlige enheder forvolder +25% skade om dagen og -25% om natten.\n"
"Lyssky enheder forvolder +25% skade om natten og -25% om dagen.\n"
"Neutrale enheder er uberørt af tidspunkt."
#: data/help.cfg:178
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, Morning and Afternoon count as day, "
"First and Second Watch count as night:\n"
msgstr ""
"\n"
"\n"
"Tid kan aflæses under minikortet i status-panelet. For den sædvanlige dag/"
"nat-cyklus gælder morgen og eftermiddag som dag og Første og Anden vagt som "
"nat:\n"
#: data/help.cfg:178 data/schedules.cfg:5
msgid "Dawn"
msgstr "Morgengry"
#: data/help.cfg:179 data/schedules.cfg:13 data/schedules.cfg:25
#: data/schedules.cfg:32
msgid "Morning"
msgstr "Morgen"
#: data/help.cfg:180 data/schedules.cfg:42 data/schedules.cfg:49
#: data/schedules.cfg:67
msgid "Afternoon"
msgstr "Eftermiddag"
#: data/help.cfg:181 data/schedules.cfg:59 data/schedules.cfg:89
#: data/schedules.cfg:111
msgid "Dusk"
msgstr "Skumring"
#: data/help.cfg:182 data/schedules.cfg:79
msgid "First Watch"
msgstr "Første vagt"
#: data/help.cfg:183 data/schedules.cfg:101
msgid "Second Watch"
msgstr "Anden vagt"
#: data/help.cfg:185
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr "Husk at nogle scenarier foregår under jorden hvor det altid er nat!"
#: data/help.cfg:190
msgid "Experience and Advancement"
msgstr "Erfaring og forfremmelse"
#: data/help.cfg:191
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit they're fighting. If a unit kills another in "
"combat, however, it gains much more experience - 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Hvis begge enheder overlever en kamp, så får de et antal erfaringspoint, som "
"afhænger af modstanderens level. Dræber man en modstander i kamp, så får "
"enheden meget mere erfaring - 4 XP for en level 0 enhed, 8 for level 1, 16 "
"for level 2, 24 for level 3 osv..."
#: data/help.cfg:193
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Enheder skal bruge en bestemt antal erfaringspoint (XP) for at blive "
"forfremmet (dette er 20% lavere for enheder med karaktertrækket: "
"intelligent). Når de opnår dette antal forfremmes de omgående og helbredes "
"fuldstændigt i, i nogle tilfælde kan du vælge hvad enheden skal forfremmes "
"til."
#: data/help.cfg:196
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached "
"its maximum level, it may have an After Maximum Level Advancement (AMLA) "
"available to it.\n"
"The AMLA will modify the unit each time the unit reaches the experience "
"goal, but the unit will remain the same level. The typical AMLA effect is "
"for the unit to raise the maximum HP by 3 for every 100 XP gained. Note that "
"only a small number of units, for example the Necrophage, will actually heal "
"with AMLA effects. Most units just gain the bonus to the Maximum HP."
msgstr ""
#: data/help.cfg:201
msgid "Healing"
msgstr "Helbredelse"
#: data/help.cfg:202
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. "
"This can happen as you finish fighting an enemy, whether it is your turn or "
"not. Wesnoth offers several other ways for your units to heal, all of which "
"take place at the beginning of your turn, before you take action."
msgstr ""
"I kamp vil dine enheder uundgåeligt tage skade. Når en enhed "
"<ref>dst=experience_and_advancement text=forfremmes</ref>, vil den blive "
"fuldstændig helbredt. Dette kan ske når du har nedkæmpet en fjendtlig enhed "
"og uanset om det er din tur eller ej. Wesnoth giver dig masser af andre "
"muligheder for at helbrede dine enheder, alle foregår i starten af din tur."
#: data/help.cfg:204
msgid ""
"\n"
"\n"
"Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP "
"in its next turn."
msgstr ""
"\n"
"\n"
"Hvile: En enhed der hverken bevæger sig, angriber eller bliver angrebet får "
"helbredt 2 HP i starten af sin næste tur."
#: data/help.cfg:205
msgid ""
"\n"
"Villages: A unit which starts a turn in a village will heal 8HP."
msgstr ""
"\n"
"Landsbyer: En enhed der starter sin tur i en landsby får helbredt 8 HP."
#: data/help.cfg:206
msgid ""
"\n"
"<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as "
"trolls) will automatically heal 8HP every turn."
msgstr ""
"\n"
"<ref>dst=ability_regenerates text=Regeneration</ref>: Visse enheder (som f."
"eks. trolde) får automatisk helbredt 8 HP i starten af hver tur."
#: data/help.cfg:207
msgid ""
"\n"
"Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> "
"ability will heal up to 8HP of damage per turn, as well as preventing Poison "
"from causing damage. Only those units will be healed that are adjacent to "
"and are fighting on the same side as the healing unit, and only up to 4HP "
"per unit."
msgstr ""
"\n"
"Helbredende enheder: Enheder med evnen: <ref>dst=ability_heals "
"text=Helbreder</ref>, kan helbrede (sig selv) op til 8 HP pr. tur, samt "
"forhindre gift i at gøre skade. Enheder lige ved siden af enheden, og som "
"kæmper på samme side, bliver også helbredt, dog kun med max. 4 HP pr. enhed."
#: data/help.cfg:208
msgid ""
"\n"
"Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
"will heal all up to 18HP of damage per turn, as well as curing Poison. Only "
"those units will be healed or cured that are adjacent to and are fighting on "
"the same side as the healing unit, and only up to 8HP per unit."
msgstr ""
#: data/help.cfg:210
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other. A healing "
"or curing unit whose attention is split between many wounded will be less "
"effective at healing their individual wounds. Finally, units heal fully "
"between scenarios."
msgstr ""
#: data/help.cfg:215
msgid "Income and Upkeep"
msgstr "Indtjening og vedligehold"
#: data/help.cfg:216
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"Income and Upkeep."
msgstr ""
"I Wesnoth er det ikke nok bare at rekrutere enheder og kæmpe. Du skal også "
"holde øje med dit guld, specielt i kampagner, hvor du kan få overført ekstra "
"guld fra et scenarie til et andet. Der er to aspekter af dette: Indkomst og "
"Vedligeholdelse."
#: data/help.cfg:218
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your Upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
"Indkomst er simpel. Du har en basis-indkomst på 2 guld pr. tur. For hver "
"landsby du kontrolerer, får du 1 ekstra guld pr. tur. Så hvis du har 10 "
"landsbyer, vil du få 12 guld pr. tur. Dine vedligeholdelsesudgifter trækkes "
"fra dette, som beskrevet nedenfor."
#: data/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
"units as you have villages, without paying any upkeep. However, for each "
"level of unit beyond the number of villages you have, you must pay one gold "
"per turn. For example, if you have twelve level one units and ten villages, "
"you would have to pay two gold each turn in upkeep."
msgstr ""
#: data/help.cfg:222
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your Income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
#: data/help.cfg:223
msgid ""
"\n"
"There is one important exception to Upkeep: units with the Loyal trait never "
"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
"the second scenario of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:228
#, fuzzy
msgid "Wrap Up"
msgstr "Opsummering"
#: data/help.cfg:229
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"Basic Strategy, or familiarise yourself with <ref>dst=traits text=Traits</"
"ref> and <ref>dst=abilities text=Abilities</ref>, but you now know "
"everything you need to know to play the Heir to the Throne scenario. Have "
"fun, and good luck!"
msgstr ""
#: data/help.cfg:234
msgid "Contributors"
msgstr "Bidragere"
#: data/help.cfg:240
msgid "License"
msgstr "Licens"
#: data/help.cfg:247
msgid ""
"Most units have two traits. However, Undead units are assigned the single "
"trait 'Undead', and Woses do not receive any traits. Traits are "
"modifications that change a unit's attributes slightly. They are usually "
"randomly assigned to a unit when it is recruited."
msgstr ""
#: data/help.cfg:249
#, fuzzy
msgid ""
"\n"
"\n"
"The traits that are available to all non-Undead units are "
"<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick "
"text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and "
"<ref>dst=traits_strong text=Strong</ref>."
msgstr ""
"\n"
"\n"
"Karaktertrækkene der er tilgængelige for alle ikke-udøde enheder er: "
"<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick "
"text=hurtig</ref>, XXXXXXXXXXXXXXXX"
#: data/help.cfg:251
msgid ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst=traits_loyal "
"text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and "
"<ref>dst=traits_dextrous text=Dextrous</ref>."
msgstr ""
#: data/help.cfg:256
msgid "Intelligent"
msgstr "Intelligent"
#: data/help.cfg:257
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Intelligente enheder skal bruge 20% mindre erfaring end sædvanligt for at "
"blive forfremmet."
#: data/help.cfg:259
msgid ""
"\n"
"\n"
"Intelligent units are very useful at the beginning of a campaign as they can "
"advance to higher levels more quickly. Later in campaigns Intelligent is not "
"quite as useful because the After Maximum Level Advancement (AMLA) is not as "
"significant a change as advancing a level. If you have many 'maximum level' "
"units you may wish to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:264
msgid "Quick"
msgstr "Hurtig"
#: data/help.cfg:265
msgid "Quick units have 1 extra movement point, but 10% less HP than usual."
msgstr ""
#: data/help.cfg:267
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the Quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, Quick units aren't quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
#: data/help.cfg:272
msgid "Resilient"
msgstr "Ukuelig"
#: data/help.cfg:273
msgid "Resilient units have 7 more HP than usual."
msgstr "Ukuelige enheder har 7 HP mere end almindeligvis."
#: data/help.cfg:275
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
#: data/help.cfg:280
msgid "Strong"
msgstr "Stærk"
#: data/help.cfg:281
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 2 more HP."
msgstr ""
"Stærke enheder gør 1 mere skade for hvert vellykket slag i nærkamp og har 2 "
"HP mere."
#: data/help.cfg:283
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, Strong is most effective for units "
"who have a high number of swings such as the Elvish Fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
#: data/help.cfg:288
msgid "Loyal"
msgstr "Loyal"
#: data/help.cfg:289
msgid ""
"Loyal units don't incur upkeep. Most units incur an upkeep cost at the end "
"of every turn, which is equal to their level. Loyal units do not incur this "
"cost."
msgstr ""
#: data/help.cfg:291
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the player's forces of their "
"own volition. These units are marked with the Loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:296 data/multiplayer.cfg:69 data/multiplayer.cfg:158
#: data/multiplayer.cfg:260 data/translations/english.cfg:129
msgid "Undead"
msgstr "Udød"
#: data/help.cfg:297
msgid "Undead units are immune to poison."
msgstr "Udøde enheder er immune overfor gift."
#: data/help.cfg:299
msgid ""
"\n"
"\n"
"Undead units generally have 'Undead' as their only trait. Since Undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
#: data/help.cfg:304
msgid "Dextrous"
msgstr "Behændig"
#: data/help.cfg:305
msgid "Dextrous units do 1 more damage for every successful strike with a bow."
msgstr ""
"Behændige enheder giver 1 mere i skade for hvert succesfulde skud med en bue."
#: data/help.cfg:307
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by Elves. The Elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent